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Seraphic Radiance

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Everything posted by Seraphic Radiance

  1. Well they could at least draw storm in the distance and let it rain when you get close.
  2. Yeah , can't wait to see your Ocean going bye bye at the beginning of Port Battle due to a wrong sail positioning in front of everyone. That will sting a little.
  3. I don't think this game engine or server is capable of handling OS storms , gunports etc.. I think it was mentioned somewhere.
  4. Tell me one reason why someone should sail Inger over Wasa and then take that same question and ask every other ship that is not being used for over a year. We need attributes like: Armor Bonus Reload Bonus Turn Bonus Stability Bonus Crew Bonus etc... Example: Wasa (Stability Bonus) - heavier guns Inger (Reload , Turn Bonus) - hull shape and space These attributes will make each ship unique, but without them we will just sail the 'best' ship. Even sailing profile is not enough to make them stand out from each other.
  5. @adminFirst of all we don't even have wind strength/speed, how can we capsize in a sunny day with light waves (typical instance)? Some magical force will capsize the ship? Devs need to add wind strength first. Light, medium , heavy , destructive. Only during destructive winds ships would be able to capsize. This wind strength should be changed as roll dice during instances. It could jump from light to destructive or from light to heavy.
  6. Well I agree arrows were ugly, but concept worked well and traders used it well. It got people from point A to point B faster. This would help and it's better than nothing.
  7. We will surely test this after this patch. I feel like everything is going to change. Conie would not run from frigate anyway, but it would need to stay at range and use damage output as upper hand.
  8. Why would I chase someone who does not want to fight? This brings a lot of questions. If I am in a brawler and can't chase this means I have upper hand in close combat, but my opponent will escape when hurt if he is sailing on low sail to hull ship.. This means chasing / running ships will need to fit for Sniper (long guns) and maintain distance at all times, but must work in groups to be effective (skirm groups). Sail in harass sail out. This makes low sail to hull ships useless for 1 vs 1 fights, but can still be ok for Trader hunt. On the other hand they can work in a group as skirm fleet during the aggression time. Whoever has the most turn will win I guess. Adding mods that would make runner ship a hybrid (brawler/sniper) would be great. I hope you will figure out something and expand your ship capabilities even further. Let players decide what they want to do with their build, I love Constitution and would love to make it a hybrid ship that could fight in some 1 vs 1 vs more maneuverable opponents. This new patch will make some old ships new player favorite while retiring the rest of all player loved ships.
  9. Look at this map. It has arrows as currents and I think this would be the best approach to currents. Just needs extra current for Florida coast to merge with the rest as well as Bahamas. Sailing with current would add speed bonus.
  10. Exactly, real world wind mechanics would need to be added first, then currents and then leeway on OS. This all would complete the simulator game.
  11. Same as bullet drop, you have to compensate. I think in battle leeway is useless because you always steering anyways. All it might do is make you slow.
  12. nothing mentioned about OS, that would mess up your afk sailing big time.
  13. Leeway = Drift, with leeway you will need to readjust course as you travel. Imagene it on the OS? Would be epic.
  14. Very good tutorial, keep them coming. The only request - upload pictures through reliable source that will not shut down after a year or so. https://imgur.com/ I have noticed many tutorials lost their images in past and made guides obsolete. Thanks.
  15. @admin What will happen to my 2 characters with the same name? both on US and EU server right now. One in US and one in Pirates.
  16. Use words before and after. Combine all the data on this forum that worked and did not work and you will find your answer.
  17. Based on calculations it has a better success rate compared to what we have now or will have when merge happens. Implementing theses two features will increase and later benefit further changes and adjustments to game mechanics. There is nothing else I can suggest that will improve action.
  18. Anyway after reading all this here are some suggestions to @admin on how to fine tune this upcoming patch. Important 1. Notification system - notifies all players of hostile activities around ports. If hostility is rising players must know that. This will fix many problems and will give defenders time to act and gather forces to strike back. 2. Hostility teleport - only available if your port is under attack. Has 2 free teleports to any friendly (under attack) port with an outpost. This can also eliminate problem with 'there is no time to defend our port'. So, if your port with outpost is under attack you can jump there and defend it. This will force attacker to have 2 groups one that will guard their fleet group and another one is so called fleet group that will be raising hostility. Defender task will be to eliminate defending fleet first and then sink Hostility Fleet (Rates). These 2 are very important features and must be in game before you deploy the patch.
  19. Fine woods were awesome, just needed more time , but got killed by the active forum voice.
  20. port battles are clan based - remember. As an owner of the port you will have full control on when you can defend and who can enter. Also don't forget that on release we had same system on all servers and it worked just fine. Night flips were a problem with alliances - with no alliances (clans based content - it is not going to be a major issue) Listen to our Mentor plz and it will be fine.
  21. You haven't even tried it yet, wth. Just go jump from the bridge already.
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